Jump to content

TheRealPinkoScum

Members
  • Posts

    57
  • Joined

  • Last visited

Nexus Mods Profile

About TheRealPinkoScum

Profile Fields

  • Country
    United States

TheRealPinkoScum's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'd absolutely love to see some Tank Girl inspired power armor.
  2. I created a few mods to change some of my companion's default weapons, such as replacing Nick's awful pipe revolver with a Defense gun from the mod made by YonaTaku. I made a custom weapon, made it use the companion .45 ammo, put the weapon in Kick's inventory as well as some more .45 companion ammo just to be sure, and then deleted his pipe revolver from his inventory. When I loaded the game he still has the pipe revolver and wont use the defense gun I made for him either. This happens every time I try to do the same thing with any companion and any weapon, even if I make the new companion weapon out of base game weapons. What am I doing wrong? I'm not using any other mods that alter my companions.
  3. Why do class c engines have the lowest top speed and mobility? Is this a glitch? that seems completely backwards. Is there a mod that fixes it so class c engines have the highest mobility and top speed? I haven't found one yet.
  4. It feels very out of place when a Starborn pulls out a Grendel or an Orion or any other weapon from the settled systems, and it completely clashes with the Starborn aesthetic. I mean, you get a fancy high-tech ship and spacesuit when you pass through the unity, why do you have to rely on acquiring some low-tech human rifle? This is probably something that I'll have to wait for the Creation Kit to have, but it would be great to have a mod that adds a new particle rifle that matches the aesthetic of the starborn, and change it so all the other starborn use it instead of whatever random gun they currently use. It could even fire a scaled-down version of the Solar-flare beam that the Starborn Guardian fires. In addition, it should scale up with every new game+, just like the starborn guardian and the starborn spacesuit. At max level it should have the same stats as the Va'ruun inflictor does now, and the Va'ruun inflictor should be debuffed to make this starborn rifle the most powerful rifle in the game. All starborn gear and ships should be the most powerful in the game, ffs. At least once they're max level.
  5. Yeah, I thought that would be the case. I would agree with the "new universe, new Frontier" if it didn't automatically give you the "new" frontier. If it's gonna revert back to the old Frontier then I should have to go acquire the Frontier because it's from this new universe that I've supposedly brought nothing with me into. But since I already have it when I enter the new Universe then it should be my upgraded Frontier from the previous universe since I've clearly brought it with me into the new Universe.
  6. The Starborn Guardian sucks. Even maxed out at 6 and with all the performance mods that currently exist it doesn't even come close to the performance of a Class-C ship. Since you get to also keep the frontier when you start a new game+ it would be great if someone could figure out a way for your additions and changes to also carry through. I spent a lot of time upgrading my Frontier to class-c and configuring it just how I liked it, so it was very disappointing to see upon starting new game+ that it had reverted to its vanilla design.
  7. Ok, they are not on the same drive. I run all my games from an external SSD, but for some reason steam automatically still puts this Starfield folder on my PC's hard drive. how do I move it to my SSD? Is it as simple as just dragging and dropping the file? Ah, that may explain it then. I run all games on my main drive and if I were to use an external drive that would be for miscellaneous storage. Most games are intended to be on the main drive - even if many can be run from an external drive. Before you do anything, I have to ask, how are your games being saved and where, as the save folder is in that Documents/MyGames/Starfield location? As to moving it, I guess dragging and dropping the folder would work - though even though you could undo the drag and drop, it would still be a good idea to make a backup copy. Worth trying, anyway. I figured out how to move the game to my local drive (steam actually makes it very easy). The game runs smooth, smoother than it did before, but still none of my armor mods work.
  8. Ok, they are not on the same drive. I run all my games from an external SSD, but for some reason steam automatically still puts this Starfield folder on my PC's hard drive. how do I move it to my SSD? Is it as simple as just dragging and dropping the file?
  9. That is exactly how it is set up. And yes, StarfieldCustom is an .ini file.
  10. Yes, they're just retextures. All they do is change the colors of a couple armors slightly. It's just these two mods: https://www.nexusmods.com/starfield/mods/2226 https://www.nexusmods.com/starfield/mods/4206
  11. I have created the StarfieldCustom.ini file, I have added the "bInvalidateOlderFiles=1 sResourceDataDirsFinal=" lines to the archive section, and I have manually downloaded and installed all of the mods I am using (or trying to use) into the "documents/my games/Starfield" folder, but none of the armor mods are working. The mods that effect ship construction work fine, but not a single armor mod does. What have I done wrong?
  12. I'm trying to make the hood from Cross's Institute Expeditionary Suite capable of being worn under helmets. All I've done is change it so that it only uses the "Hair Long" slot. I then changed the Army Helmet to only use the "Top Hair" slot. This does make them both wearable together, but when they're both worn the helmet's visuals disappear. My character has them both equipped, but only the hood is visible. I've tried it with several other helmets and the same thing happens, except with the "Minutemen Helmet" from the "Militarized Minutemen" mod. I cannot figure out why. Anyone have any insight? I tried changing the Minutemen Helmet's mesh file to the Army Helmet but that just makes it permanently invisible.
  13. Since there is no New Calibers patch for SalientPhantom's Remington ACR mod, I've been trying to make one. However, I can't get it to work. If I try to make it a separate mod it has no effect on the ACR mod at all, no changes are effected in game. If I try to edit the ACR mod itself, it breaks the mod by making the ACR unusable; if you try to draw the weapon your character just raises their fists as if you have no weapon equipped and the rifle is awkwardly in your character's right hand. All I do is load up the ACR mod with the New Calibers mod in the CK and change the ACR's ammo to one of the new rounds. I don't touch any other aspect of the mod. I don't understand why it is doing this. Can anyone tell me what I need to do to make this work? UPDATE: Went to change the ACR's base damage and it broke the mod in the exact same way. So there's something wonky with the Remington ACR mod, but I have no idea what. It doesn't make sense why changing base stats of a weapon would brake it like that.
  14. I figured it out. The helm was only labeled as ArmorClothing and ClothingHead, neither of which was on any formlists. I just made my own formlist, could have added those to an existing one but I try not to mess with vanilla stuff like that too much.
×
×
  • Create New...